introduction to ux

80
user experience. Sabina Siddiqi 5/17/2013

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A short intro to user experience going over some basic usability principles/heuristics

TRANSCRIPT

Page 1: Introduction to UX

user experience.

Sabina Siddiqi 5/17/2013

Page 2: Introduction to UX

what is user experience?

Page 3: Introduction to UX

components of user experience

Page 4: Introduction to UX

user experience

The overall

experience one has

when interacting with

a product, website,

service, tool etc..

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what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

Page 9: Introduction to UX

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

Page 10: Introduction to UX

reduce learning curve

Consistency what behaves alike looks alike, what behaves different looks different

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Consistency what behaves alike looks alike, what behaves different looks different

Keep user informed provide feedback for every action as much as is useful no more, no less

reduce learning curve

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Response time - how users perceive delays:

<0.1s perceived as “instantaneous”

1s user’s flow of thought stays uninterrupted, but

delay noticed

10s limit for keeping user’s attention focused on the

dialog

>10s user will want to perform other tasks while waiting

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Consistency what behaves alike looks alike, what behaves different looks different

Keep user informed as much as is useful no more, no less provide feedback for every action

Prevent Errors as far as is possible do not provide functionality that leads to error

reduce learning curve

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reduce learning curve

Keep user informed as much as is useful no more, no less provide feedback for every action

Keep user informed as much as is useful no more, no less provide feedback for every action

Prevent Errors as far as is possible do not provide functionality that leads to error

Consistency what behaves alike looks alike, what behaves different looks different

Page 27: Introduction to UX

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

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empower your user

the locus of control - let the user initiate actions

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A genie offers you two choices...

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o eat at the finest restaurants

o for free

o twice a week

o but the genie picks the day and restaurant

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o eat at “good” restaurants

o for free

o twice a week

o this time YOU pick the day and restaurant as long

as it’s just “good”

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what would you choose?

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empower your user

the locus of control - let the user initiate actions user can easily complete their desired task

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empower your user

the locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task

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empower your user

The locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task allow easy reversal of actions

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Saves conditions

after each step

allowing user to go

back and forth

easily.

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Undo button

allowing for

reversing several

steps

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empower your user

the locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task allow easy reversal of actions the user should not have to remember things

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empower your user

the locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task allow easy reversal of actions the user should not have to remember things

Page 51: Introduction to UX

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

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Shortcuts

Know Your User

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Shortcuts

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Predict user needs

Shortcuts

Know Your User

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Predict

User Needs

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Predict

User Needs

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Predict

User Needs

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Predict

User Needs

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Shortcuts

Predict user needs

Know Your User

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to summarize..

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reduce learning curve

- consistency in function and design

- keep user informed (as needed)

- provide feedback for every action

- prevent errors

to summarize..

Page 62: Introduction to UX

reduce learning curve

- consistency in function and design

- keep user informed (as needed)

- provide feedback for every action

- prevent errors

empower user

- the locus of control

- user can easily complete their desired task

- user knows how far they have gotten in their task

- user knows when the task has been completed

- easy reversal of actions

- user does not have to remember things

to summarize..

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reduce learning curve

- consistency in function and design

- keep user informed (as needed)

- provide feedback for every action

- prevent errors

empower user

- the locus of control

- user can easily complete their desired task

- user knows how far they have gotten in their task

- user knows when the task has been completed

- easy reversal of actions

- user does not have to remember things

know the user

- provide shortcuts

- predict user needs

to summarize..

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Case Study:

Google Groups

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Consistency

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Consistency

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Keep user

informed

Shortcuts

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Preserve user

memory

Provide

feedback for

actions

For touch screens

hover tooltips are

useless

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Prevent errors

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Easy reversal

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so that’s it?

that’s all there is to it?

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so that’s it?

that’s all there is to it?

well not quite..

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design.

user research.

use cases.

navigation maps.

personas.

usability testing. market research.

future interfaces. hci / human factors research.

etc..

information architecture.

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… but those will have to be saved for future talks

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FUTURE

TOPICS

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UX DESIGN PROCESS

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OTHER AREAS IN UX

Marketing

• Market research

• target market demographics

• competitive/gap analysis

• Product strategy

• Content strategy

Usability

• User research

• personas/scenarios

• process/task analysis

• testing

• Information Architecture & Design

• heuristic analysis

• user journey map

• Interaction design

• interaction framework

• wireframes & prototypes

Design

• Concept

• Design Assets

• Style Guide

• Visual comps

Page 79: Introduction to UX

USER RESEARCH

USER PERSONA

Profile: Role: Project manager

25-45 yrs old

High level knowledge of economics

Lay user of technology

Traveling 50-75%

High risk sports

First time user of our products

Goals & Needs: Use cases

Requires easy access to productivity metrics to analyze results of 2-3 yr projects in developing countries.

Needs to analyze metrics to:

be able to continuously improve processes – once a week.

evaluate performance of individual members of the team – once a quarter.

report performance KPIs and metrics to apply for future funding – once a year.

Desirables: Nice to haves:

mobile version of app to be used in low connectivity areas.

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Questions?